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Add monster_roy implementation.

redempt
Night Owl 6 years ago
parent
commit
48c2809856
  1. 1
      dlls/Android.mk
  2. 1
      dlls/CMakeLists.txt
  3. 61
      dlls/barney.cpp
  4. 74
      dlls/barney.h
  5. 10
      dlls/game.cpp
  6. 3
      dlls/gamerules.cpp
  7. 391
      dlls/redempt/roy.cpp
  8. 2
      dlls/skill.h

1
dlls/Android.mk

@ -126,6 +126,7 @@ LOCAL_SRC_FILES := agrunt.cpp airtank.cpp \ @@ -126,6 +126,7 @@ LOCAL_SRC_FILES := agrunt.cpp airtank.cpp \
world.cpp \
xen.cpp \
zombie.cpp \
redempt/roy.cpp \
../pm_shared/pm_debug.c \
../pm_shared/pm_math.c \
../pm_shared/pm_shared.c

1
dlls/CMakeLists.txt

@ -137,6 +137,7 @@ set (SVDLL_SOURCES @@ -137,6 +137,7 @@ set (SVDLL_SOURCES
world.cpp
xen.cpp
zombie.cpp
redempt/roy.cpp
../pm_shared/pm_debug.c
../pm_shared/pm_math.c
../pm_shared/pm_shared.c

61
dlls/barney.cpp

@ -27,66 +27,7 @@ @@ -27,66 +27,7 @@
#include "scripted.h"
#include "weapons.h"
#include "soundent.h"
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
// first flag is barney dying for scripted sequences?
#define BARNEY_AE_DRAW ( 2 )
#define BARNEY_AE_SHOOT ( 3 )
#define BARNEY_AE_HOLSTER ( 4 )
#define BARNEY_BODY_GUNHOLSTERED 0
#define BARNEY_BODY_GUNDRAWN 1
#define BARNEY_BODY_GUNGONE 2
class CBarney : public CTalkMonster
{
public:
void Spawn( void );
void Precache( void );
void SetYawSpeed( void );
int ISoundMask( void );
void BarneyFirePistol( void );
void AlertSound( void );
int Classify( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
void RunTask( Task_t *pTask );
void StartTask( Task_t *pTask );
virtual int ObjectCaps( void ) { return CTalkMonster :: ObjectCaps() | FCAP_IMPULSE_USE; }
int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
BOOL CheckRangeAttack1( float flDot, float flDist );
void DeclineFollowing( void );
// Override these to set behavior
Schedule_t *GetScheduleOfType( int Type );
Schedule_t *GetSchedule( void );
MONSTERSTATE GetIdealState( void );
void DeathSound( void );
void PainSound( void );
void TalkInit( void );
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
void Killed( entvars_t *pevAttacker, int iGib );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
BOOL m_fGunDrawn;
float m_painTime;
float m_checkAttackTime;
BOOL m_lastAttackCheck;
// UNDONE: What is this for? It isn't used?
float m_flPlayerDamage;// how much pain has the player inflicted on me?
CUSTOM_SCHEDULES
};
#include "barney.h"
LINK_ENTITY_TO_CLASS( monster_barney, CBarney )

74
dlls/barney.h

@ -0,0 +1,74 @@ @@ -0,0 +1,74 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
// first flag is barney dying for scripted sequences?
#define BARNEY_AE_DRAW ( 2 )
#define BARNEY_AE_SHOOT ( 3 )
#define BARNEY_AE_HOLSTER ( 4 )
#define BARNEY_BODY_GUNHOLSTERED 0
#define BARNEY_BODY_GUNDRAWN 1
#define BARNEY_BODY_GUNGONE 2
class CBarney : public CTalkMonster
{
public:
void Spawn( void );
void Precache( void );
void SetYawSpeed( void );
int ISoundMask( void );
virtual void BarneyFirePistol( void );
void AlertSound( void );
int Classify( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
void RunTask( Task_t *pTask );
void StartTask( Task_t *pTask );
virtual int ObjectCaps( void ) { return CTalkMonster :: ObjectCaps() | FCAP_IMPULSE_USE; }
int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
BOOL CheckRangeAttack1( float flDot, float flDist );
void DeclineFollowing( void );
// Override these to set behavior
Schedule_t *GetScheduleOfType( int Type );
Schedule_t *GetSchedule( void );
MONSTERSTATE GetIdealState( void );
void DeathSound( void );
void PainSound( void );
void TalkInit( void );
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
void Killed( entvars_t *pevAttacker, int iGib );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
BOOL m_fGunDrawn;
float m_painTime;
float m_checkAttackTime;
BOOL m_lastAttackCheck;
// UNDONE: What is this for? It isn't used?
float m_flPlayerDamage;// how much pain has the player inflicted on me?
CUSTOM_SCHEDULES
};

10
dlls/game.cpp

@ -230,6 +230,11 @@ cvar_t sk_nihilanth_zap1 = {"sk_nihilanth_zap1","0"}; @@ -230,6 +230,11 @@ cvar_t sk_nihilanth_zap1 = {"sk_nihilanth_zap1","0"};
cvar_t sk_nihilanth_zap2 = {"sk_nihilanth_zap2","0"};
cvar_t sk_nihilanth_zap3 = {"sk_nihilanth_zap3","0"};
// Barney
cvar_t sk_roy_health1 = {"sk_roy_health1","0"};
cvar_t sk_roy_health2 = {"sk_roy_health2","0"};
cvar_t sk_roy_health3 = {"sk_roy_health3","0"};
// Scientist
cvar_t sk_scientist_health1 = {"sk_scientist_health1","0"};
cvar_t sk_scientist_health2 = {"sk_scientist_health2","0"};
@ -654,6 +659,11 @@ void GameDLLInit( void ) @@ -654,6 +659,11 @@ void GameDLLInit( void )
CVAR_REGISTER( &sk_nihilanth_zap2 );
CVAR_REGISTER( &sk_nihilanth_zap3 );
// Roy
CVAR_REGISTER( &sk_roy_health1 );// {"sk_roy_health1","0"};
CVAR_REGISTER( &sk_roy_health2 );// {"sk_roy_health2","0"};
CVAR_REGISTER( &sk_roy_health3 );// {"sk_roy_health3","0"};
// Scientist
CVAR_REGISTER( &sk_scientist_health1 );// {"sk_scientist_health1","0"};
CVAR_REGISTER( &sk_scientist_health2 );// {"sk_scientist_health2","0"};

3
dlls/gamerules.cpp

@ -200,6 +200,9 @@ void CGameRules::RefreshSkillData ( void ) @@ -200,6 +200,9 @@ void CGameRules::RefreshSkillData ( void )
gSkillData.nihilanthHealth = GetSkillCvar( "sk_nihilanth_health" );
gSkillData.nihilanthZap = GetSkillCvar( "sk_nihilanth_zap" );
// Roy
gSkillData.royHealth = GetSkillCvar( "sk_roy_health" );
// Scientist
gSkillData.scientistHealth = GetSkillCvar( "sk_scientist_health" );

391
dlls/redempt/roy.cpp

@ -0,0 +1,391 @@ @@ -0,0 +1,391 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
//=========================================================
// monster template
//=========================================================
// UNDONE: Holster weapon?
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "talkmonster.h"
#include "schedule.h"
#include "defaultai.h"
#include "scripted.h"
#include "weapons.h"
#include "soundent.h"
#include "barney.h"
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
// first flag is barney dying for scripted sequences?
class CRoy : public CBarney
{
public:
void Spawn( void );
void Precache( void );
void BarneyFirePistol( void );
void AlertSound( void );
CBaseEntity* CheckTraceHullAttack( float flDist, int iDamage, int iDmgType );
int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
void DeclineFollowing( void );
// Override these to set behavior
Schedule_t *GetSchedule( void );
void DeathSound( void );
void PainSound( void );
void TalkInit( void );
};
LINK_ENTITY_TO_CLASS( monster_roy, CRoy )
//=========================================================
// ALertSound - barney says "Freeze!"
//=========================================================
void CRoy::AlertSound( void )
{
if( m_hEnemy != 0 )
{
if( FOkToSpeak() )
{
PlaySentence( "RO_ATTACK", RANDOM_FLOAT( 2.8, 3.2 ), VOL_NORM, ATTN_IDLE );
}
}
}
//=========================================================
// BarneyFirePistol - shoots one round from the pistol at
// the enemy barney is facing.
//=========================================================
void CRoy::BarneyFirePistol( void )
{
Vector vecShootOrigin;
UTIL_MakeVectors( pev->angles );
vecShootOrigin = pev->origin + Vector( 0, 0, 55 );
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
Vector angDir = UTIL_VecToAngles( vecShootDir );
SetBlending( 0, angDir.x );
pev->effects = EF_MUZZLEFLASH;
FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_2DEGREES, 1024, BULLET_MONSTER_9MM );
int pitchShift = RANDOM_LONG( 0, 20 );
// Only shift about half the time
if( pitchShift > 10 )
pitchShift = 0;
else
pitchShift -= 5;
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "roy/ro_attack2.wav", 1, ATTN_NORM, 0, 100 + pitchShift );
CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, 384, 0.3 );
// UNDONE: Reload?
m_cAmmoLoaded--;// take away a bullet!
}
//=========================================================
// Spawn
//=========================================================
void CRoy::Spawn()
{
Precache();
SET_MODEL( ENT( pev ), "models/roy.mdl" );
UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED;
pev->health = gSkillData.royHealth;
pev->view_ofs = Vector( 0, 0, 50 );// position of the eyes relative to monster's origin.
m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello
m_MonsterState = MONSTERSTATE_NONE;
pev->body = 0; // gun in holster
m_fGunDrawn = FALSE;
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
m_cAmmoLoaded = GLOCK_MAX_CLIP;
MonsterInit();
SetUse( &CTalkMonster::FollowerUse );
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CRoy::Precache()
{
PRECACHE_MODEL( "models/roy.mdl" );
PRECACHE_SOUND( "roy/ro_attack1.wav" );
PRECACHE_SOUND( "roy/ro_attack2.wav" );
PRECACHE_SOUND( "roy/ro_pain1.wav" );
PRECACHE_SOUND( "roy/ro_pain2.wav" );
PRECACHE_SOUND( "roy/ro_pain3.wav" );
PRECACHE_SOUND( "roy/ro_die1.wav" );
PRECACHE_SOUND( "roy/ro_die2.wav" );
PRECACHE_SOUND( "roy/ro_die3.wav" );
// every new barney must call this, otherwise
// when a level is loaded, nobody will talk (time is reset to 0)
TalkInit();
CTalkMonster::Precache();
}
// Init talk data
void CRoy::TalkInit()
{
CTalkMonster::TalkInit();
// scientists speach group names (group names are in sentences.txt)
m_szGrp[TLK_ANSWER] = "RO_ANSWER";
m_szGrp[TLK_QUESTION] = "RO_QUESTION";
m_szGrp[TLK_IDLE] = "RO_IDLE";
m_szGrp[TLK_STARE] = "RO_STARE";
m_szGrp[TLK_USE] = "RO_OK";
m_szGrp[TLK_UNUSE] = "RO_WAIT";
m_szGrp[TLK_STOP] = "RO_STOP";
m_szGrp[TLK_NOSHOOT] = "RO_SCARED";
m_szGrp[TLK_HELLO] = "RO_HELLO";
m_szGrp[TLK_PLHURT1] = "!RO_CUREA";
m_szGrp[TLK_PLHURT2] = "!RO_CUREB";
m_szGrp[TLK_PLHURT3] = "!RO_CUREC";
m_szGrp[TLK_PHELLO] = 0; // UNDONE
m_szGrp[TLK_PIDLE] = 0; // UNDONE
m_szGrp[TLK_PQUESTION] = "RO_PQUEST"; // UNDONE
m_szGrp[TLK_SMELL] = "RO_SMELL";
m_szGrp[TLK_WOUND] = "RO_WOUND";
m_szGrp[TLK_MORTAL] = "RO_MORTAL";
// get voice for head - just one barney voice for now
m_voicePitch = 100;
}
static BOOL IsFacing( entvars_t *pevTest, const Vector &reference )
{
Vector vecDir = reference - pevTest->origin;
vecDir.z = 0;
vecDir = vecDir.Normalize();
Vector forward, angle;
angle = pevTest->v_angle;
angle.x = 0;
UTIL_MakeVectorsPrivate( angle, forward, NULL, NULL );
// He's facing me, he meant it
if( DotProduct( forward, vecDir ) > 0.96 ) // +/- 15 degrees or so
{
return TRUE;
}
return FALSE;
}
int CRoy::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
// make sure friends talk about it if player hurts talkmonsters...
int ret = CTalkMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
if( !IsAlive() || pev->deadflag == DEAD_DYING )
return ret;
if( m_MonsterState != MONSTERSTATE_PRONE && ( pevAttacker->flags & FL_CLIENT ) )
{
m_flPlayerDamage += flDamage;
// This is a heurstic to determine if the player intended to harm me
// If I have an enemy, we can't establish intent (may just be crossfire)
if( m_hEnemy == 0 )
{
// If the player was facing directly at me, or I'm already suspicious, get mad
if( ( m_afMemory & bits_MEMORY_SUSPICIOUS ) || IsFacing( pevAttacker, pev->origin ) )
{
// Alright, now I'm pissed!
PlaySentence( "RO_MAD", 4, VOL_NORM, ATTN_NORM );
Remember( bits_MEMORY_PROVOKED );
StopFollowing( TRUE );
}
else
{
// Hey, be careful with that
PlaySentence( "RO_SHOT", 4, VOL_NORM, ATTN_NORM );
Remember( bits_MEMORY_SUSPICIOUS );
}
}
else if( !( m_hEnemy->IsPlayer() ) && pev->deadflag == DEAD_NO )
{
PlaySentence( "RO_SHOT", 4, VOL_NORM, ATTN_NORM );
}
}
return ret;
}
//=========================================================
// PainSound
//=========================================================
void CRoy::PainSound( void )
{
const char *pszSound;
if( gpGlobals->time < m_painTime )
return;
m_painTime = gpGlobals->time + RANDOM_FLOAT( 0.5, 0.75 );
switch( RANDOM_LONG( 0, 2 ) )
{
case 0:
pszSound = "roy/ro_pain1.wav";
break;
case 1:
pszSound = "roy/ro_pain2.wav";
break;
case 2:
pszSound = "roy/ro_pain3.wav";
break;
}
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pszSound, 1, ATTN_NORM, 0, GetVoicePitch() );
}
//=========================================================
// DeathSound
//=========================================================
void CRoy::DeathSound( void )
{
const char *pszSound;
switch( RANDOM_LONG( 0, 2 ) )
{
case 0:
pszSound = "roy/ro_die1.wav";
break;
case 1:
pszSound = "roy/ro_die2.wav";
break;
case 2:
pszSound = "roy/ro_die3.wav";
break;
}
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pszSound, 1, ATTN_NORM, 0, GetVoicePitch() );
}
//=========================================================
// GetSchedule - Decides which type of schedule best suits
// the monster's current state and conditions. Then calls
// monster's member function to get a pointer to a schedule
// of the proper type.
//=========================================================
Schedule_t *CRoy::GetSchedule( void )
{
if( HasConditions( bits_COND_HEAR_SOUND ) )
{
CSound *pSound;
pSound = PBestSound();
ASSERT( pSound != NULL );
if( pSound && (pSound->m_iType & bits_SOUND_DANGER) )
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND );
}
if( HasConditions( bits_COND_ENEMY_DEAD ) && FOkToSpeak() )
{
PlaySentence( "RO_KILL", 4, VOL_NORM, ATTN_NORM );
}
switch( m_MonsterState )
{
case MONSTERSTATE_COMBAT:
{
// dead enemy
if( HasConditions( bits_COND_ENEMY_DEAD ) )
{
// call base class, all code to handle dead enemies is centralized there.
return CBaseMonster::GetSchedule();
}
// always act surprized with a new enemy
if( HasConditions( bits_COND_NEW_ENEMY ) && HasConditions( bits_COND_LIGHT_DAMAGE ) )
return GetScheduleOfType( SCHED_SMALL_FLINCH );
// wait for one schedule to draw gun
if( !m_fGunDrawn )
return GetScheduleOfType( SCHED_ARM_WEAPON );
if( HasConditions( bits_COND_HEAVY_DAMAGE ) )
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
}
break;
case MONSTERSTATE_ALERT:
case MONSTERSTATE_IDLE:
if( HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) )
{
// flinch if hurt
return GetScheduleOfType( SCHED_SMALL_FLINCH );
}
if( m_hEnemy == 0 && IsFollowing() )
{
if( !m_hTargetEnt->IsAlive() )
{
// UNDONE: Comment about the recently dead player here?
StopFollowing( FALSE );
break;
}
else
{
if( HasConditions( bits_COND_CLIENT_PUSH ) )
{
return GetScheduleOfType( SCHED_MOVE_AWAY_FOLLOW );
}
return GetScheduleOfType( SCHED_TARGET_FACE );
}
}
if( HasConditions( bits_COND_CLIENT_PUSH ) )
{
return GetScheduleOfType( SCHED_MOVE_AWAY );
}
// try to say something about smells
TrySmellTalk();
break;
default:
break;
}
return CTalkMonster::GetSchedule();
}
void CRoy::DeclineFollowing( void )
{
PlaySentence( "RO_POK", 2, VOL_NORM, ATTN_NORM );
}

2
dlls/skill.h

@ -78,6 +78,8 @@ struct skilldata_t @@ -78,6 +78,8 @@ struct skilldata_t
float nihilanthHealth;
float nihilanthZap;
float royHealth;
float scientistHealth;
float snarkHealth;

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